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https://github.com/Refactorio/RedMew.git
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4258568c90
* Add creep spread mechanic * Added bot ore islands, use bool flag to turn on. * Added a noise based chest spawning system for artefacts * Added coin loot from biters and mining * Track artefacts launched into space * Add Creepy map preset * Update donators.lua * Add scenario info for crashsite (#291) * Split colors resources from colors code & catchup on donators (#288) * Split colors resources from colors code * Switch back to colors * Added jail button Moved parts of the jail command to report.lua Made jailing possible from a users report. closes #215 * Added sound for new reports Admins now get a sound when a new report is created. Useful for admins that doesn't have Factorio as active window. Currently set the sound_path as utility/tutorial_notice * Split chat triggers from control * Move cheat tracking outside of control.lua * Remove player-specific code * Split donator/on_join messages out of control * Move features into features folder * Indentation fix I aimed to fix the troublesome indentation. * Added a single indent * Make sure biter modifiers are accessible for mods * Consistency change regarding table access * Added NightTime.lua Split the time assignment into a new file NightTime.lua allowing for it to be disabled. (Restore normal day/night cycle) Also added a popup when a player places a solar panel informing that they are purely cosmetic Removed the recipe for portable solar panels because they are useless, but the technology is needed. * Fixed debug print grid value to show non-rounded value * added support for hidden tiles * Add newline to eof * Fixed no newline, indentation and scope of research * crash_site outposts set hidden tile to 'grass-1' * Log items spawned by crafting in cheat mode * Newline to eof * Put responses into table * Use trigger as table key * Change name of lattice to diagonal lattice (#297) * Add Diagonal Ribbon to map presets (#294) * Reorganize control (#312) * Check for config before disabling fish market (#311) * Force diggy biters to spawn, even if there's no space (#308) * Fixed some small things from feedback and issues (#313) * Update fractal_balls.lua * Add ALo's message and color (#314) * Add join message for ALo * Add ALo's color * Typo in donators.lua * fixed tile corruption issus closes #310 (#317) * Update player_list.lua * Update diagonal_ribbon.lua (#322) * Regulars: remove duplicates and sort alphabetically (#320)
110 lines
2.8 KiB
Lua
110 lines
2.8 KiB
Lua
local Event = require 'utils.event'
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local Global = require 'utils.global'
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local Task = require 'utils.Task'
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local Token = require 'utils.global_token'
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local Game = require 'utils.game'
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local player_corpses = {}
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Global.register(
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player_corpses,
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function(tbl)
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player_corpses = tbl
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end
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)
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local function player_died(event)
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local player_index = event.player_index
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local player = Game.get_player_by_index(player_index)
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if not player or not player.valid then
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return
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end
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local pos = player.position
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local entities =
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player.surface.find_entities_filtered {
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area = {{pos.x - 0.5, pos.y - 0.5}, {pos.x + 0.5, pos.y + 0.5}},
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name = 'character-corpse'
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}
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local tick = game.tick
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local entity
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for _, e in ipairs(entities) do
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if e.character_corpse_player_index == event.player_index and e.character_corpse_tick_of_death == tick then
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entity = e
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break
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end
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end
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if not entity or not entity.valid then
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return
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end
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local text = player.name .. "'s corpse"
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local position = entity.position
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local tag =
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player.force.add_chart_tag(
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player.surface,
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{icon = {type = 'item', name = 'power-armor-mk2'}, position = position, text = text}
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)
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if not tag then
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return
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end
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player_corpses[player_index * 0x100000000 + tick] = tag
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end
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local function remove_tag(player_index, tick)
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local index = player_index * 0x100000000 + tick
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local tag = player_corpses[index]
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player_corpses[index] = nil
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if not tag or not tag.valid then
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return
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end
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tag.destroy()
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end
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local function corpse_expired(event)
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local entity = event.corpse
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if entity and entity.valid then
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remove_tag(entity.character_corpse_player_index, entity.character_corpse_tick_of_death)
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end
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end
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local corpse_util_mined_entity =
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Token.register(
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function(data)
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if not data.entity.valid then
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remove_tag(data.player_index, data.tick)
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end
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end
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)
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local function mined_entity(event)
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local entity = event.entity
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if entity and entity.valid and entity.name == 'character-corpse' then
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-- The corpse may be mined but not removed (if player doesn't have inventory space)
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-- so we wait one tick to see if the corpse is gone.
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Task.set_timeout_in_ticks(
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1,
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corpse_util_mined_entity,
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{
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entity = entity,
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player_index = entity.character_corpse_player_index,
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tick = entity.character_corpse_tick_of_death
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}
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)
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end
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end
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Event.add(defines.events.on_player_died, player_died)
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Event.add(defines.events.on_character_corpse_expired, corpse_expired)
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Event.add(defines.events.on_pre_player_mined_item, mined_entity)
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